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| = Frequently Asked Questions =
| | #REDIRECT [[Frequently Asked Questions]] |
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| Common questions about '''Per Regna''' β progression, economy, fleets, combat, and cosmetics.
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| For step-by-step starts see [[Beginner Guides]]. For deeper play see [[Advanced Strategy]]. In-game: '''Settings β Quick Guides'''.
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| == Getting Started ==
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| === What is a Realm? ===
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| A '''Realm''' is a progression tier of the universe. Higher Realms unlock ships, buildings, research, and alliance systems.
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| * Ascend when you meet the Realm Score shown on your profile.
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| * On ascension your colonies move to a new galaxy; ships and resources come with you.
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| * See [[Realms Overview]] for focus by Realm.
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| {| class="wikitable"
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| !Realm !! Unlock highlights
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| |Realm 1 || Foundation economy and fleets
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| |Realm 2 || Moons, trading, early alliances
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| |Realm 3 || Warp Gates, deeper combat & expeditions
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| |-
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| |Realm 4 || Prestige, late capitals, major AvA
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| |}
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| === What should I focus on in my first days? ===
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| # Keep '''energy positive''' ([[Solar Plant]])
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| # Upgrade '''Steel / Quartz''' mines and [[Warehouse]]
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| # Follow [[Quest System|onboarding quests]]
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| # Unlock [[Probe]] and scout before hard fights
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| # Prefer economy over oversized fleets early
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| Full checklist: [[Beginner Guides]].
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| === What makes my Homeworld special? ===
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| Your Homeworld has stronger base production, extra building slots, and cannot be abandoned like a normal colony. Invest in it early.
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| == Resources & Energy ==
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| === Why is my mine production low? ===
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| '''Negative energy''' cuts mine output. Build more power ([[Solar Plant]], [[Fusion Reactor]], [[Elerium Reactor]]) before stacking mines.
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| === When does Gas become important? ===
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| Gas fuels fleets, many mid/late researches, and expeditions. Prioritize [[Gas Extractor]] once you move fleets often.
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| == Fleets & Expeditions ==
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| === How do Expeditions work? ===
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| Send fleets into nebula zones for resources, ships, and [[Relics|relic pieces]]. Larger fleets can earn more but risk more. See [[Expeditions]].
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| === Which ships should I send? ===
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| Early: [[Probe]], cargo, light combat. Later: add [[Science Vessel]] and specialist hulls. Composition affects recovered ship types β see [[Expeditions]].
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| === Can I recall fleets? ===
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| Yes, before arrival. They return faster; fuel already spent is not refunded.
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| === What is debris? ===
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| Destroyed ships leave debris fields you collect with [[Recycler]] / [[Advanced Recycler]]. Rates differ for PvP vs pirates and rise with [[Salvage Operations]]. See [[Fleet Combat]].
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| == Research ==
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| === Why is research slow? ===
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| Speed scales with [[Research Lab]] levels and, from mid game, [[Colonial Administration]] linking labs into a network. See [[Research]].
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| === What should I research first? ===
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| Energy, propulsion, basic weapons/shields, and sensors β enough to unlock Probe, cargo, and early combat. Full tree: [[Research|Research Catalog]].
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| == Combat & Protection ==
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| === How does PvP warning work? ===
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| Defenders are not pinged at launch. Early-warning pushes fire in a '''10β30 minute''' window before arrival, shaped by [[Radar Station]] and attacker [[Frigate]]s. Full rules: [[Fleet Detection]].
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| === Can I lose everything if attacked? ===
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| No. [[Warehouse]] + [[Resource Protection]] shelter a share of resources; [[Fleet Hangar]] can protect docked fleets (with stun rules β [[Fleet Stun]]); defenses may partially recover.
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| === What is Rapid Fire? ===
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| Some ships and defenses strike certain targets multiple times per round. See [[Rapid Fire]] and each unitβs infobox.
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| == Alliances & Cosmetics ==
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| === Why join an Alliance? ===
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| Shared vault, research, territory, FCS rallies, and branding. See [[Alliances]].
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| === Do relics / cosmetics give combat power? ===
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| No. [[Relics]] and [[Cosmetics]] are identity and prestige. Class bonuses come from [[Monuments]] / [[Player Classes]].
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| == Related ==
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| * [[Beginner Guides]] Β· [[Advanced Strategy]] Β· [[Glossary]] Β· [[Patch Notes]] Β· [[Main Page]]
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